在Nao Sdk中使用almath函数我有这个错误未定义引用`AL::Math::Transform::Transform()'
这是标题“altransform.h”
#pragma once
#ifndef _LIBALMATH_ALMATH_TYPES_ALTRANSFORM_H_
#define _LIBALMATH_ALMATH_TYPES_ALTRANSFORM_H_
#include <vector>
namespace AL {
namespace Math {
/// <summary>
/// A homogenous transformation matrix.
///
/// </summary>
/// <A HREF="http://en.wikipedia.org/wiki/Transformation_matrix">more information</A>
/// \ingroup Types
struct Transform {
/** \cond PRIVATE */
float r1_c1, r1_c2, r1_c3, r1_c4;
float r2_c1, r2_c2, r2_c3, r2_c4;
float r3_c1, r3_c2, r3_c3, r3_c4;
/** \endcond */
/// <summary>
/// Create a Transform initialized to identity.
/**
*
* \f$ \left[\begin{array}{cccc}
* r_1c_1 & r_1c_2 & r_1c_3 & r_1c_4 \\
* r_2c_1 & r_2c_2 & r_2c_3 & r_2c_4 \\
* r_3c_1 & r_3c_2 & r_3c_3 & r_3c_4 \\
* 0.0 & 0.0 & 0.0 & 1.0
* \end{array}\right] =
* \left[\begin{array}{cccc}
* 1.0 & 0.0 & 0.0 & 0.0 \\
* 0.0 & 1.0 & 0.0 & 0.0 \\
* 0.0 & 0.0 & 1.0 & 0.0 \\
* 0.0 & 0.0 & 0.0 & 1.0
* \end{array}\right]\f$
*/
/// </summary>
Transform() ;
/// <summary>
/// Create a Transform with an std::vector.
/// </summary>
/// <param name="pFloats">
/// An std::vector<float> of size 12 or 16 for respectively:
///
/**
*
* \f$ \left[\begin{array}{cccc}
* r_1c_1 & r_1c_2 & r_1c_3 & r_1c_4 \\
* r_2c_1 & r_2c_2 & r_2c_3 & r_2c_4 \\
* r_3c_1 & r_3c_2 & r_3c_3 & r_3c_4 \\
* 0.0 & 0.0 & 0.0 & 1.0
* \end{array}\right] =
* \left[\begin{array}{cccc}
* pFloats[00] & pFloats[01] & pFloats[02] & pFloats[03] \\
* pFloats[04] & pFloats[05] & pFloats[06] & pFloats[07] \\
* pFloats[08] & pFloats[09] & pFloats[10] & pFloats[11] \\
* 0.0 & 0.0 & 0.0 & 1.0
* \end{array}\right]\f$
*/
explicit Transform(const std::vector<float>& pFloats);
/// <summary>
/// Create a Transform initialized with explicit value for translation
/// part. Rotation part is set to identity.
/**
*
* \f$ \left[\begin{array}{cccc}
* r_1c_1 & r_1c_2 & r_1c_3 & r_1c_4 \\
* r_2c_1 & r_2c_2 & r_2c_3 & r_2c_4 \\
* r_3c_1 & r_3c_2 & r_3c_3 & r_3c_4 \\
* 0.0 & 0.0 & 0.0 & 1.0
* \end{array}\right] =
* \left[\begin{array}{cccc}
* 1.0 & 0.0 & 0.0 & pPosX \\
* 0.0 & 1.0 & 0.0 & pPosY \\
* 0.0 & 0.0 & 1.0 & pPosZ \\
* 0.0 & 0.0 & 0.0 & 1.0
* \end{array}\right]\f$
*/
/// </summary>
/// <param name="pPosX"> the float value for translation x </param>
/// <param name="pPosY"> the float value for translation y </param>
/// <param name="pPosZ"> the float value for translation z </param>
Transform(
const float& pPosX,
const float& pPosY,
const float& pPosZ);
/// <summary>
/// Overloading of operator *= for Transform.
/// </summary>
/// <param name="pT2"> the second Transform </param>
Transform& operator*= (const Transform& pT2);
/// <summary>
/// Overloading of operator * for Transform.
/// </summary>
/// <param name="pT2"> the second Transform </param>
Transform operator* (const Transform& pT2) const;
/// <summary>
/// Overloading of operator == for Transform.
/// </summary>
/// <param name="pT2"> the second Transform </param>
bool operator==(const Transform& pT2) const;
/// <summary>
/// Overloading of operator != for Transform.
/// </summary>
/// <param name="pT2"> the second Transform </param>
bool operator!=(const Transform& pT2) const;
/// <summary>
/// Check if the actual Transform is near the one
/// given in argument.
///
/// </summary>
/// <param name="pT2"> the second Transform </param>
/// <param name="pEpsilon"> an optionnal epsilon distance: Default: 0.0001 </param>
/// <returns>
/// true if the distance between the two Transform is less than pEpsilon
/// </returns>
bool isNear(
const Transform& pT2,
const float& pEpsilon=0.0001f) const;
/// <summary>
/// Check if the rotation part is correct.
/// The condition checks are:
/// \f$R^t * R = I\f$
/// and
/// determinant(R) = 1.0
///
/// </summary>
/// <param name="pEpsilon"> an optionnal epsilon distance. Default: 0.0001 </param>
/// <returns>
/// true if the Transform is correct
/// </returns>
bool isTransform(
const float& pEpsilon=0.0001f) const;
/// <summary>
/// Compute the norm translation part of the actual Transform:
///
/// \f$\sqrt{pT.r_1c_4^2+pT.r_2c_4^2+pT.r_3c_4^2}\f$
/// </summary>
/// <returns>
/// the float norm of the Transform
/// </returns>
float norm() const;
/// <summary>
/// Compute the determinant of rotation part of the actual Transform:
///
/**
* \f$pT.r_1c_1*pT.r_2c_2*pT.r_3c_3 + pT.r_1c_2*pT.r_2c_3*pT.r_3c_1 +
* pT.r_1c_3*pT.r_2c_1*pT.r_3c_2 - pT.r_1c_1*pT.r_2c_3*pT.r_3c_2 -
* pT.r_1c_2*pT.r_2c_1*pT.r_3c_3 - pT.r_1c_3*pT.r_2c_2*pT.r_3c_1\f$
*/
/// </summary>
/// <returns>
/// the float determinant of rotation Transform part
/// </returns>
float determinant() const;
/// <summary>
/// Compute the transform inverse of the actual Transform:
///
/**
* \f$ pT = \left[\begin{array}{cc}R & r \\
* 0_{31} & 1 \end{array}\right]\f$
*/
///
/** \f$ pTOut = \left[\begin{array}{cc}
* R^t & (-R^t*r) \\
* 0_{31} & 1
* \end{array}\right]\f$
*/
///
/// </summary>
/// <returns>
/// the Transform inverse
/// </returns>
Transform inverse() const;
/// <summary>
/// Create a Transform initialized with explicit rotation around x axis.
///
/** \f$ pT = \left[\begin{array}{cccc}
* 1.0 & 0.0 & 0.0 & 0.0 \\
* 0.0 & cos(pRotX) & -sin(pRotX) & 0.0 \\
* 0.0 & sin(pRotX) & cos(pRotX) & 0.0 \\
* 0.0 & 0.0 & 0.0 & 1.0 \end{array}\right]\f$
*/
/// </summary>
/// <param name="pRotX"> the float value for angle rotation in radian around x axis </param>
static Transform fromRotX(const float pRotX);
/// <summary>
/// Create a Transform initialized with explicit rotation around y axis.
///
/**
* \f$ pT = \left[\begin{array}{cccc}
* cos(pRotY) & 0.0 & sin(pRotY) & 0.0 \\
* 0.0 & 1.0 & 0.0 & 0.0 \\
* -sin(pRotY) & 0.0 & cos(pRotY) & 0.0 \\
* 0.0 & 0.0 & 0.0 & 1.0
* \end{array}\right]\f$
*/
/// </summary>
/// <param name="pRotY"> the float value for angle rotation in radian around y axis </param>
static Transform fromRotY(const float pRotY);
/// <summary>
/// Create a Transform initialized with explicit rotation around z axis.
///
/**
* \f$ pT = \left[\begin{array}{cccc}
* cos(pRotZ) & -sin(pRotZ) & 0.0 & 0.0 \\
* sin(pRotZ) & cos(pRotZ) & 0.0 & 0.0 \\
* 0.0 & 0.0 & 1.0 & 0.0 \\
* 0.0 & 0.0 & 0.0 & 1.0
* \end{array}\right]\f$
*/
/// </summary>
/// <param name="pRotZ"> the float value for angle rotation in radian around z axis </param>
static Transform fromRotZ(const float pRotZ);
/// <summary>
/// Create a Transform initialize with euler angle.
///
/// H = fromRotZ(pWZ)*fromRotY(pWY)*fromRotX(pWX)
///
/// </summary>
/// <param name="pWX"> the float value for euler angle x in radian </param>
/// <param name="pWY"> the float value for euler angle y in radian </param>
/// <param name="pWZ"> the float value for euler angle z in radian </param>
static Transform from3DRotation(
const float& pWX,
const float& pWY,
const float& pWZ);
/// <summary>
/// Create a Transform initialize with explicit value for translation part.
///
/**
* \f$ pT = \left[\begin{array}{cccc}
* 1.0 & 0.0 & 0.0 & pX \\
* 0.0 & 1.0 & 0.0 & pY \\
* 0.0 & 0.0 & 1.0 & pZ \\
* 0.0 & 0.0 & 0.0 & 1.0
* \end{array}\right]\f$
*/
/// </summary>
/// <param name="pX"> the float value for translation axis x in meter (r1_c4) </param>
/// <param name="pY"> the float value for translation axis y in meter (r2_c4) </param>
/// <param name="pZ"> the float value for translation axis z in meter (r3_c4) </param>
static Transform fromPosition(
const float pX,
const float pY,
const float pZ);
/// <summary>
/// Create a Transform initialize with explicit value for translation part and euler angle.
///
/// H = fromRotZ(pWZ)*fromRotY(pWY)*fromRotX(pWX)
///
/// then
///
/// H.r1_c4 = pX
///
/// H.r2_c4 = pY
///
/// H.r3_c4 = pZ
///
/// </summary>
/// <param name="pX"> the float value for translation axis x in meter (r1_c4) </param>
/// <param name="pY"> the float value for translation axis y in meter (r2_c4) </param>
/// <param name="pZ"> the float value for translation axis z in meter (r3_c4) </param>
/// <param name="pWX"> the float value for euler angle x in radian </param>
/// <param name="pWY"> the float value for euler angle y in radian </param>
/// <param name="pWZ"> the float value for euler angle z in radian </param>
static Transform fromPosition(
const float& pX,
const float& pY,
const float& pZ,
const float& pWX,
const float& pWY,
const float& pWZ);
/// <summary>
/// Compute the Transform between the actual
/// Transform and the one given in argument:
///
/// result: inverse(pT1)*pT2
///
/// </summary>
/// <param name="pT2"> the second transform </param>
Transform diff(const Transform& pT2) const;
/// <summary>
/// Compute the squared distance between the actual
/// Transform and the one given in argument (translation part):
///
/// \f$(pT1.r_1c_4-pT2.r_1c_4)^2+(pT1.r_2c_4-pT2.r_2c_4)^2+(pT1.r_3c_4-pT2.r_3c_4)^2\f$
/// </summary>
/// <param name="pT2"> the second Transform </param>
/// <returns>
/// the float squared distance between the two Transform: translation part
/// </returns>
float distanceSquared(const Transform& pT2) const;
/// <summary>
/// Compute the distance between the actual
/// Transform and the one given in argument:
///
/// \f$\sqrt{(pT1.r_1c_4-pT2.r_1c_4)^2+(pT1.r_2c_4-pT2.r_2c_4)^2+(pT1.r_3c_4-pT2.r_3c_4)^2}\f$
/// </summary>
/// <param name="pT2"> the second Transform </param>
/// <returns>
/// the float distance between the two Transform
/// </returns>
float distance(const Transform& pT2) const;
/// <summary>
/// Return the Transform as a vector of float:
///
/** \f$ \begin{array}{cccc}
* [r_1c_1, & r_1c_2, & r_1c_3, & r_1c_4, \\
* r_2c_1, & r_2c_2, & r_2c_3, & r_2c_4, \\
* r_3c_1, & r_3c_2, & r_3c_3, & r_3c_4, \\
* 0.0, & 0.0, & 0.0, & 1.0]
* \end{array}\f$
*/
/// </summary>
std::vector<float> toVector() const;
}; // end struct
我想调用 struct Transform 的构造函数
AL::Math::Transform *mytransform ;
mytransform= new AL::Math::Transform();
/**
** or
**/
std::vector<float> transform_ = motion->getTransform(currentCamera, 2, true);
AL::Math::Transform mytransform2(transform_);
如何在 c++ 中实例化结构?调用构造函数?